Author
Topic: Deathknight class (Read 8156 times)

I've started to work on a new class mod, the Deathknight.I know there are already a few Deathknight mods on Steam, but there are all unfinished or too close to the original classes.So I try to do one by myself.

Maybe in summon skills you can use monster models from Variant Pet, especially monsters that aren't in Torchlight 2 (Maybe monsters from TL1 or others) to make them look more unique (this can also promote Variant Pet indirectly ).

A little input to Undead Hounds skills, maybe you can make it so that when Undead Hounds disappears / dies it can explode ice.

Makes the zombie monster walk / run little slower (to make it look like zombie) and increase its durability also add duration time from 12s to 15s

Ideas for skills:

It might be good if there is a summon skill to call Grave Robber (need to give him a shovel / pickaxe to digging). He cannot attack and be attacked (like Healbot).

Unlike Healbot (The opposite of Healbot), who is in charge of healing players and pets, Grave Robber have the ability to digging the ground around that can sometimes give us gold / sometimes summon Skeleton monsters to help players. With a ratio of 70:30. 70% chance to get Gold & 30% chance to summon Skeleton.

It would be good to make him as a loyal servant for Deathknight.

Summoning Skill:

- Use Diablo Pet Monster as the Ultimate Summoning Monster- Using Disciple Pet Monsters as summon subordinates- Using Undead Baby Dragon & Felmyst Pet Monster as an alternative to other summoning bone monsters.

- Skill Boiling Blood can make Player die due to this skill effect. Instead of our health it must be reduced for 15s, maybe if I may suggest that the Mana cost be replaced with Health cost to cast this skill and be given an addition when Health is insufficient, the skill cannot be cast.

Or if it really has to be the effect must be there I hope you might be able to reduce the reduction for Health and duration, and also to make it so that the Player cannot die because of the effect of the skill. It's not funny if we die because of the skills we use ourselves.

- Skill Boiling Blood can make Player die due to this skill effect. Instead of our health it must be reduced for 15s, maybe if I may suggest that the Mana cost be replaced with Health cost to cast this skill and be given an addition when Health is insufficient, the skill cannot be cast.

Or if it really has to be the effect must be there I hope you might be able to reduce the reduction for Health and duration, and also to make it so that the Player cannot die because of the effect of the skill. It's not funny if we die because of the skills we use ourselves.

I don't think I will change this behavior.However the HP loss can be adjusted if it is too much.

I don't think I will change this behavior.However the HP loss can be adjusted if it is too much.

Ok, I hope it can be adjusted more

Small Feedback:

The sword weapons used for weapon starters are a bit problematic in attack distance. I feel the attack distance is too short compared to the length of the sword (the attack distance doesn't match the length of the sword)

Adding summoning duration to zombies, because I think it's too short, especially for Big Zombie because he appears quite rarely and when it appears he can only last a little time. Maybe, it can be made so that summoning duration for Small Zombie 15s & for Big Zombies 1m.

Suggestion:

I have a suggestion, what if when our Active / Passive skill reaches Max Rank there will be an hidden effect. I think that will give a nice little surprise.

Example:In the Raise Dead skill when skill Max Rank achieve it will open additional effect of "When Zombies die / disappear it will explode Disease"

Suggestion for Skill Name:

- Pandemonium : It might be good for buff / field area skills.- Skeleton Horde: it might be good for summon skills.- Dystopia: It might be good for buff / field area skills.

Maybe you might consider using skill animations like those in the Legion's Grasp skill (Nethermancer) to be used on Death Grip skills. I feel the Death Grip animation looks stiff & with Legion's Grasp animation you can feel that the enemy is being gripped strongly.

Wow , there have so many developments in the Deathknight class since I last saw it. Awesome.

Feedback:

For Heart Strike skills, I like the changes you give (unleash the sword) but it might be better if the player also does a dash (Dash + Unleash the sword) attack rather than doing a short attack.

For Boiling Blood skills, can you increase the chance of critical hits. Because after the Tier effect is open, the effect does not increase as the skill points are given (improves with player level).

Also adding a longer duration for Boiling Blood skills is also good. Because I combine it with the Living Blood & Veteran of the 3rd War skill, which requires critical hits as a trigger.

I think you will use the model from Pet Felmyst for Sindragosa summoning skill, but it turns out it's not. By the way, I like the ice skin you give to the Gargoyle & Skull Dragon.

Also give the effect of ice burst to give additional damage after he dies / disappears for all Ice summoning creatures.Also give the effect of disease burst to give additional damage after he dies / disappears for all Unholy summoning creatures.

For Living Blood skill, can you also add MP steals?

By the way, I like the aura of spirit that is seen when we choose a class, but when we play it there is no spirit aura. Is it supposed be like that?

Sound effects on women when the charge bar is fully charged is using male voice.

For Heart Strike skills, I like the changes you give (unleash the sword) but it might be better if the player also does a dash (Dash + Unleash the sword) attack rather than doing a short attack.

Maybe, I will see what I can do.

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For Boiling Blood skills, can you increase the chance of critical hits. Because after the Tier effect is open, the effect does not increase as the skill points are given (improves with player level). Also adding a longer duration for Boiling Blood skills is also good. Because I combine it with the Living Blood & Veteran of the 3rd War skill, which requires critical hits as a trigger.

The point of this skill tree is to make players want to invest into Dexterity, so I don't want to give too much bonus in critical chance.

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I think you will use the model from Pet Felmyst for Sindragosa summoning skill, but it turns out it's not. By the way, I like the ice skin you give to the Gargoyle & Skull Dragon.

Thanks. Felmyst model have not the adequate animations so I had to use the Dragon Spirit model.

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Also give the effect of ice burst to give additional damage after he dies / disappears for all Ice summoning creatures.Also give the effect of disease burst to give additional damage after he dies / disappears for all Unholy summoning creatures.

Can be interesting for ice summons but it's not a priority, I will see that later.Probably not for unholy summons (they disappear too often).

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For Living Blood skill, can you also add MP steals?

The affix doesn't exist (Mana steal to master).It's probably possible to implement it by triggers or something but anyway it would be probably too powerful because you can have many blood masses.

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By the way, I like the aura of spirit that is seen when we choose a class, but when we play it there is no spirit aura. Is it supposed be like that?

Yes it's specific to the selection screen. There are other custom classes that do the same.

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Sound effects on women when the charge bar is fully charged is using male voice.

The voice is not coming from the character, it's coming from the Lich King (Arthas) which is the lord of the Deathknights.I will probably make it clearer in the chargebar text, and try to keep only the laugh part of the sound.